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Author Topic: Outpost 5 - Suggestion Game - Update 26 - June 2091  (Read 36084 times)

10ebbor10

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Re: Outpost 5 - Quest/Suggestion Game - Update 3
« Reply #75 on: January 14, 2014, 09:55:35 am »

Additionally, having an ecosystem inside the pipes is not a good thing. Eventually, something's going to get clogged / start eating the pipes. Also, thermophile bacteria don't thrive of the heat, they live of the chemical reactions.
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Draxis

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Re: Outpost 5 - Quest/Suggestion Game - Update 3
« Reply #76 on: January 14, 2014, 05:03:46 pm »

Darn.  Are we building the ship in orbit around the Moon, or is the planet just that much more massive?

Is there any way of creating a colony without losing the ship's capabilities as...  A ship?
It is in orbit, and even in vacuem you would likely not be able to make it to orbital velocity with those drives; they are meant for constant acceleration over decades-long periods, and are the emphasis is on reliability and fuel-efficiency over thrust.

I can't think of one, unless you do some sort of asteroid-mining scheme to build up resources for landers. (it probably wouldn't work.)
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10ebbor10

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Re: Outpost 5 - Quest/Suggestion Game - Update 3
« Reply #77 on: January 15, 2014, 04:36:10 pm »

Anyway, I'm sad that research without resources dedicated does not have any results. We kind-of wasted an entire, rather important, research slot for just a +10 bonus on a single project, which we're not going to use. Wouldn't have done that if I knew, actually. Also, it'd cost a lot (almost as much as a new reactor)*. Instead, I'd researched engine improvements first, in order to know if we'd had a resource bonus we could fall back upon. Afterwards, there would've been time for reactor improvements.


*Really, 10 RU isn't cheap. It's 2.5% of our budget. 5% if this were a normal, single ark single outpost ship. At 10 RU per project, we would be expected to spend 60 RU, 15%-30% of our budget on the R&D. Something which is not acceptable in these circumstances.

Quote
Phase 1 Turn 4 orders: July-September 2052.
    Ship modifications: (choose up to 4)
        - Biodome
        - MCF Fusion Reactor
        - MCF Fusion Reactor
        - Rugged Construction
 
    Science/Engineering Project: (choose 1, say how much RU to spend)
        - Upgrade the Ion engines. Reduce cost, increase thrust (if possible), potentially allow power consumption to raise (variable power consumption would be preferred), slightly reduce size if possible. Maintain other characteristics.
        - Shelve the MCF project, add the data to our logs and such

    Cargo purchase: (choose any number)
        ( )
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Draxis

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Re: Outpost 5 - Quest/Suggestion Game - Update 3
« Reply #78 on: January 15, 2014, 06:56:59 pm »

Intensive research isn't meant to be very cheap.  It is meant to be a decision whether to invest in it or to not, and just hope for good rolls to help some.  You did get something from the no-resources one - information, even if it wasn't incredibly valuable - and depending on what is being researched, the rolls will be easier.  Improving a fairly new reactor design is much harder to do without major resources than something like setting the crew screening or something.  You got a good roll, and got something out of it, but things like majorly improving the major and heavily-engineered systems of the ship is hard.
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RadtheCad

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Re: Outpost 5 - Quest/Suggestion Game - Update 3
« Reply #79 on: January 16, 2014, 12:27:51 pm »

Oh, well.  I suppose we'll still have the blueprints and data needed for creating new machinery, if not the infrastructure or resources. 

Er, how far into he development of colonies have previous games gone?  Just out of interest.
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10ebbor10

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Re: Outpost 5 - Quest/Suggestion Game - Update 3
« Reply #80 on: January 16, 2014, 01:11:10 pm »

I kind-off assumed, once more, that things would work as in the previous games. (Actually, I should probably forget about those. They're not helping).

IIRC, the previous games made it to 2-3 years after planetfall.
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Draxis

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Re: Outpost 5 - Quest/Suggestion Game - Update 3
« Reply #81 on: January 16, 2014, 11:03:18 pm »

Previous missions had massive government labs working for them planetside; you don't have much except what was on the mainly residential/industrial Lunar Base.

But yeah, I didn't plan the first stage that well.  I'm working out how to make the later ones run more smoothly, preferrably with the players knowing what is going on a little more as well.
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10ebbor10

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Re: Outpost 5 - Quest/Suggestion Game - Update 3
« Reply #82 on: January 22, 2014, 04:31:13 pm »

Poke
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Draxis

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Re: Outpost 5 - Quest/Suggestion Game - Update 3
« Reply #83 on: January 22, 2014, 05:23:19 pm »

Sorry about that, I was assaulted by classwork a few days ago and have been staying away from the forums - especially FG/RP - to avoid getting too distracted.  I'll probably update late today though, or maybe tomorrow.  In the meantime, how much if any will be spent on the research?  And anyone else have input on the plan proposal?
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10ebbor10

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Re: Outpost 5 - Quest/Suggestion Game - Update 3
« Reply #84 on: January 23, 2014, 02:17:52 am »

I'd say 10 RU. We should be able to get that out of the profit from the research.
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Draxis

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Re: Outpost 5 - Quest/Suggestion Game - Update 3
« Reply #85 on: January 23, 2014, 05:31:47 pm »

Update 4
October, 2052.  Lunar Base. 

Quote
    Phase 1 Turn 4 orders: July-September 2052.
        Ship modifications: (choose up to 4)
            - Biodome. 5 RU. Size 20. Mass 2.
            - MCF Fusion Reactor. 10 RU. Size 5. Mass 3. Generates 75 MW. Uses 1 Fuel/Yr.
            - MCF Fusion Reactor. 10 RU. Size 5. Mass 3. Generates 75 MW. Uses 1 Fuel/Yr.
            - Rugged Construction. Cost 15 RU. Mass 5 units. Size 5 units.

The ship is beginning to really take shape, with the cryobay frames now being fleshed out and the biodome now mounted on the "top".  Deep in the core of the ship, the two reactors have begun being assembled, with the engine room being built around them.  Teams of engineers have been going through the ship making sure all parts above specifications, and building in secondary lines of control and power.  As construction proceeds, they will continue doing the same as well as setting up extra firewalls and pressure sectors - once the superstructure to support them is begun.

Quote
        Science/Engineering Project: (choose 1, say how much RU to spend)
            - Upgrade the Ion engines, 10 RU. Reduce cost, increase thrust (if possible), potentially allow power consumption to raise (variable power consumption would be preferred), slightly reduce size if possible. Maintain other characteristics.
            - Shelve the MCF project, add the data to our logs and such
(60)  With the information from the reactor study noted and conveyed to the operator crews, the engineering teams turn their attention to improving the Ion Drives which will be used to propel the ship to its destination.  Though no spectacular breakthroughs are made, one group manages to significantly increase the drive's thrust by replacing some of the high-performance electromagnets with cheaper, but much larger, cored cable models.  Of course, it increases the power consumption somewhat, and the mass by a good bit.  Also, the large coils will be partially exposed to space, so maintainance will be somewhat harder - though they are unlikely to need it for far longer than other parts of the ship will last.
 
Component Unlocked: Improved Ion Drive. 30 RU. Size 3. Mass 7. Electricity 6 MW. Thrust 9. Does not require fuel.

Power is already variable to within a few thrust points, but is most power-efficient at full strength, and since you have multiple engines you can shut one down whenever you want.

Random Events Roll: 74. Everything is going well; especially well given that a store of raw materials, lost in the rush to complete the Bunker, has been found in an abandoned outpost.  +10 RU.



Event: Weapons?
The military forces, who will make up the majority of the ship's active crew but not the total population, intended to take aboard at least one crate of munitions, mostly stunners and body armor but also some rifles, explosive devices, and even a few heat-seeking rockets.  They claim that the stunners and armor could be needed in the case of riots, and that even their presence will deter any violent action.  They point out explosives' utility for nonviolent purposes, and that while the other weapons will hopefully not be needed, it is always better to be prepared than to not - besides, they will hopefully remain locked away indefinitely.

However, many others are strongly in opposition to this idea.  Weapons, they say, would only hurt the sense of community which will be needed for a successful colony, and that their very presence will increase the divide between the military and nonmilitary groups within the population.  Additionally, some say that keeping such arms on hand implies a standing army, and a standing army can lead to the collapse of a democratic system - just look at the nations of Earth pre-Cataclysm (The Navy counters that no it doesn't - just look at the nations of Earth pre-Cataclysm.) 

Eventually, the anti-arms group brought the issue to the attention of the Lunar Base commanders, who are considering it in their current planning meeting.  The Admiral is in favor of taking them along, but is willing to submit to a vote by the rest of the group.



Phase 1 Turn 4 status: October 2052.

Resources:240 RU.
Starship: unnamed, hybrid Ark-Outpost Ship
Total Size: 165 units
Structure mass: 90 units.

Installed components:
  • 4 Ark Cryobays.  Size 10x4, mass 15x4.  -10x4 power.
  • Closed-Loop Lifesupport and Hydroponics. Size 4, mass 3. -6 power.
  • Damage Control & Machine Shop.  Size 4, mass 2.  -1 power.
  • Large Cargo Bay.  Cost 4 RU. Size 43. Mass 2.
  • Medical Bay. Cost 3 RU. Size 2. Mass 1. -1 power.
  • Recreational Commons. Cost 5 RU. Size 4. Mass 4 units. -1 power.
  • Biodome. Size 20. Mass 2.
  • MCF Fusion Reactor. Size 5x2. Mass 3x2. 75x2 to 37.5 power. Uses 1x2 to .5 Fuel/Yr.
Total mass: 197 units.
Free space: 38 units.
Required power: 49 units.
Maximum power output: 150 units.
Total fuel: 0 units
Fuel remaining at destination: 0 units


Crew Lifesupport: 15
Required Crew: 1

Destination: Star A, distance 1.
Max. thrust: none
Acceleration profile: none
Flight time: infinite.
(mass/thrust*distance*5 years)

Recommended Launch Date: April 2053
Late Launch Date (chance of being caught in edge of radiation storm): July 2053.





Quote
Phase 1 Turn 1 orders: October-December 2052.
    Ship modifications: (choose up to 4)
        ( )
        ( )
        ( )
        ( )
    Science/Engineering Project: (choose 1, say how much RU to spend)
        ( )
    Cargo purchase: (choose any number)
        ( )
        ...
   
Event: Mission Destination
    Choose one:
        ( ) Take weapons crate
        ( ) Don't take weapons crate
        ( ) Other _________________
« Last Edit: January 24, 2014, 04:55:38 pm by Draxis »
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10ebbor10

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Re: Outpost 5 - Quest/Suggestion Game - Update 4
« Reply #86 on: January 24, 2014, 03:07:55 am »

Spoiler: Parts left to add (click to show/hide)

Assuming RU is correct, we have 124 RU left for further research and cargo. Additionally, as we only have 6 months left, it's time to start packing cargo.

As for the weapons crate. Well, if they can find a place to store it somewhere safe, I'll agree. We're probably going to need the stunners (space madness. Someone is going to snap eventually.), and explosives could come in handy. (One of the previous game used them to great effect. We should be wary of saboteurs though.)

Quote
Phase 1 Turn 1 orders: October-December 2052.
    Ship modifications: (choose up to 4)
         - Athmospheric Flight conversion
         - Smart Command Centre
         - 9*fuel tanks (Total fuel 72)
         - Focused detection Array
    Science/Engineering Project: (choose 1, say how much RU to spend)
         - I dunno. Expert crew cataloguing project, ensuring we have the best with us, and now who we need to defrost? [5 RU]
    Cargo purchase: (choose any number)
         - See cargo list.
       
   
Event: Mission Destination
    Choose one:
        ( ) Take weapons crate
        ( ) Don't take weapons crate
        ( ) Other _________________

Spoiler: Proposed Cargo ? (click to show/hide)


Note: As much as I would like it to be different, by my count we only have 38 units of free space left, rather than 44
Note 2: I'm also not sure if the RU count is correct, because we have a surprisingly large amount of RU left. Could be just me though, I haven't adjusted for some minor cost efficiency measures I did, and there's the +10 RU random event bonus.
« Last Edit: January 24, 2014, 03:22:25 am by 10ebbor10 »
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TopHat

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Re: Outpost 5 - Quest/Suggestion Game - Update 4
« Reply #87 on: January 24, 2014, 02:40:26 pm »

As for the Engineering action, I'd suggest modification of the Auto. production Line to work with advanced technology. Massive payoff if we get extremely lucky, if not at least we have preliminary research / ideas, which should be useful in the long run. If we do, remember to leave the Line for next turn.
Also, I'd say dump the manufacturing equipment, as it should be make able in a single run of the production line - and as we aren't on a schedule for the Ark to arrive, time is something we can afford.
I'd say use the saved RUs on an Optrionic Central Computer, which should be extremely useful in the long run. (+30 to an engineering action, if it hasn't been changed and I remember correctly), as well as taking up a little less space.
AlsoAlso, I'm For taking the weapons crate, for the reasons Ebbor has outlined.
« Last Edit: January 24, 2014, 03:55:58 pm by TopHat »
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10ebbor10

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Re: Outpost 5 - Quest/Suggestion Game - Update 4
« Reply #88 on: January 24, 2014, 04:36:34 pm »

But what if it breaks down. Sure, we have the damage control kit in the ship, but I rather have a spare for our production.

Also, our smart command center has an optronic computer. Not sure if we need a second one.
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WhitiusOpus

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Re: Outpost 5 - Quest/Suggestion Game - Update 4
« Reply #89 on: January 24, 2014, 04:49:06 pm »

Spoiler: Parts left to add (click to show/hide)

Assuming RU is correct, we have 124 RU left for further research and cargo. Additionally, as we only have 6 months left, it's time to start packing cargo.

As for the weapons crate. Well, if they can find a place to store it somewhere safe, I'll agree. We're probably going to need the stunners (space madness. Someone is going to snap eventually.), and explosives could come in handy. (One of the previous game used them to great effect. We should be wary of saboteurs though.)

Quote
Phase 1 Turn 1 orders: October-December 2052.
    Ship modifications: (choose up to 4)
         - Athmospheric Flight conversion
         - Smart Command Centre
         - 9*fuel tanks (Total fuel 72)
         - Focused detection Array
    Science/Engineering Project: (choose 1, say how much RU to spend)
         - I dunno. Expert crew cataloguing project, ensuring we have the best with us, and now who we need to defrost? [5 RU]
    Cargo purchase: (choose any number)
         - See cargo list.
       
   
Event: Mission Destination
    Choose one:
        ( ) Take weapons crate
        ( ) Don't take weapons crate
        ( ) Other _________________

Spoiler: Proposed Cargo ? (click to show/hide)


Note: As much as I would like it to be different, by my count we only have 38 units of free space left, rather than 44
Note 2: I'm also not sure if the RU count is correct, because we have a surprisingly large amount of RU left. Could be just me though, I haven't adjusted for some minor cost efficiency measures I did, and there's the +10 RU random event bonus.
+1, and we should Take weapon Crates Because you never know.. Aliens or something...
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